/external/deqp/modules/gles3/functional/ |
es3fDefaultVertexAttributeTests.cpp | 21 * \brief Default vertex attribute test 554 : TestCaseGroup(context, "default_vertex_attrib", "Test default vertex attributes")
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/external/deqp/modules/gles3/stress/ |
es3sDrawTests.cpp | 572 // Do not collapse all vertex positions to a single positions 578 // Only one vertex
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/external/deqp/modules/gles31/functional/ |
es31fDrawTests.cpp | 524 const std::string iterationDesc = std::string("first vertex ") + de::toString(indexTest.offsets[iterationNdx] / gls::DrawTestSpec::indexTypeSize(indexTest.type)); 591 const std::string iterationDesc = std::string("base vertex ") + de::toString(indexTest.baseVertex[iterationNdx]); 694 this->addChild(new BaseVertexGroup(m_context, "base_vertex", "Base vertex tests", m_method)); [all...] |
es31fProgramInterfaceDefinition.cpp | 127 // booleans, opaque types, arrays of arrays, arrays of structs, array in struct, struct struct are not allowed as vertex outputs 615 // must contain both vertex and fragment shaders
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/external/deqp/modules/gles31/stress/ |
es31sTessellationGeometryInteractionTests.cpp | 264 << "\tTotal output vertex count per invocation: " << (numVerticesPerInvocation) << "\n" 267 << "\tTotal output vertex count per input primitive: " << (geometryVerticesPerPrimitive) << "\n"
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/external/mesa3d/include/GLES2/ |
gl2.h | 37 /* GL types for handling large vertex buffer objects */ 395 /* Vertex Arrays */
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/external/mesa3d/src/gallium/auxiliary/translate/ |
translate_generic.c | 88 * Fetch a dword[4] vertex attribute from memory, doing format/type 672 * Fetch vertex attributes for 'count' vertices. [all...] |
/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_setup_line.c | 101 * We basically multiply the vertex value by 1/w before computing 239 * Print line vertex attribs (for debug).
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/external/mesa3d/src/gallium/drivers/r300/compiler/ |
radeon_compiler.c | 425 fprintf(stderr,"~~~~~~~~~ VERTEX PROGRAM ~~~~~~~~\n" 455 "Vertex Program",
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/external/mesa3d/src/gallium/drivers/rbug/ |
rbug_core.c | 344 /* XXX what about vertex/geometry shader texture views? */ 469 rb_context->draw_rule.shader[PIPE_SHADER_VERTEX] = U642VOID(rule->vertex);
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/external/mesa3d/src/glsl/ |
glsl_parser_extras.cpp | 120 case vertex_shader: return "vertex"; 209 /** True if this extension is available to vertex shaders */
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/external/mesa3d/src/mesa/drivers/dri/i915/ |
i915_reg.h | 105 * vertex. The color/z/stencil information is supplied here and 106 * therefore cannot vary per vertex.
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_sf_emit.c | 109 * for user-supplied vertex programs, as t_vp_build.c always does 272 /* Temporaries, allocated after last vertex reg.
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/external/mesa3d/src/mesa/main/ |
imports.h | 67 * For GL_ARB_vertex_buffer_object we need to treat vertex array pointers 68 * as offsets into buffer stores. Since the vertex array pointer and
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texstate.c | 504 /* XXX enable this if/when non-shader vertex programs get 563 /* neither vertex nor fragment processing uses this unit */
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/external/mesa3d/src/mesa/swrast/ |
s_drawpix.c | 661 /* We are creating fragments directly, without going through vertex 667 * vertex array.
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/external/pdfium/core/src/fxcodec/lcms2/lcms2-2.6/src/ |
cmssamp.c | 558 // fit and get the vertex of quadratic curve 561 if (Lab.L < 0.0) { // clip to zero L* if the vertex is negative
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/external/skia/include/gpu/ |
GrContext.h | 346 * @param positions array of vertex positions, required. 349 * @param colors optional array of per-vertex colors, supercedes
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/external/skia/src/gpu/gl/ |
GrGLDefines.h | 653 /* Vertex Arrays */ 703 /* Vertex Buffer Object */ [all...] |
/external/skia/src/gpu/gl/debug/ |
GrGLCreateDebugInterface.cpp | 553 // Deleting the current vertex array binds object 0 559 // someone is still using this vertex array so we can't delete it here [all...] |
/external/valgrind/memcheck/tests/ |
vcpu_fbench.c | 587 lens vertex. If 0, incoming 604 OBJECT_DISTANCE Distance from vertex to object focus
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/external/valgrind/perf/ |
fbench.c | 583 lens vertex. If 0, incoming 600 OBJECT_DISTANCE Distance from vertex to object focus
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/frameworks/base/graphics/java/android/graphics/ |
Canvas.java | [all...] |
/frameworks/base/libs/hwui/ |
DisplayListCanvas.cpp | 325 vertices = refBuffer<float>(vertices, vertexCount * 2); // 2 floats per vertex 327 colors = refBuffer<int>(colors, vertexCount); // 1 color per vertex
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ProgramCache.cpp | 40 // Vertex shaders snippets 534 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
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